EDM2015 KAI - Florida State University

A Comparison of Video-based and Interaction-based
Affect Detectors in Physics Playground
Shiming Kai1, Luc Paquette1, Ryan S. Baker1, Nigel Bosch2, Sidney D’Mello2, Jaclyn
Ocumpaugh1, Valerie Shute3, Matthew Ventura3
1Teachers
College Columbia University, 525 W 120th St. New York, NY 10027
of Notre Dame, 384 Fitzpatrick Hall, Notre Dame, IN 46556
3Florida State University, 3205G Stone Building, 1114 West Call Street, Tallahassee, FL 32306
2University
{smk2184, paquette}@tc.columbia.edu, [email protected],
[email protected], {pbosch, sdmello}@nd.edu, {vshute, mventura}@fsu.edu
ABSTRACT
back pads, and pressure-sensing keyboards and mice [3,28,37,41].
Increased attention to the relationships between affect and
learning has led to the development of machine-learned models
that are able to identify students’ affective states in computerized
learning environments. Data for these affect detectors have been
collected from multiple modalities including physical sensors,
dialogue logs, and logs of students’ interactions with the learning
environment. While researchers have successfully developed
detectors based on each of these sources, little work has been done
to compare the performance of these detectors. In this paper, we
address this issue by comparing interaction-based and video-based
affect detectors for a physics game called Physics Playground.
Specifically, we report on the development and detection accuracy
of two suites of affect and behavioral detectors. The first suite of
detectors applies facial expression recognition to video data
collected with webcams, while the second focuses on students’
interactions with the game as recorded in log-files. Ground–truth
affect and behavior annotations for both face- and interactionbased detectors were obtained via live field observations during
game-play. We first compare the performance of these detectors
in predicting students’ affective states and off-task behaviors, and
then proceed to outline the strengths and weakness of each
approach.
The development of sensor-based detectors has progressed
significantly over the last decade, but one limitation to this
research is that much of it has taken place in laboratory
conditions, which may not generalize well to real-world settings
[9]. While efforts are being made to address this issue [4], there
are often serious obstacles to using sensors in regular classrooms.
For example, sensor equipment may be bulky or otherwise
obtrusive, distracting students from their primary tasks (learning);
sensors may also be expensive and prone to malfunction, making
large-scale implementation impractical, particularly for schools
that are already financially strained. On the other hand, because
physical sensors are external to specific learning systems, their
use in affect detection creates the opportunity for them to be
applied to entirely new learning systems, though this possibility
has yet to be empirically tested.
Keywords
Video-based detectors, interaction-based
behavior, Physics Playground
detectors,
affect,
1. INTRODUCTION
The development of models that can automatically detect student
affect now constitutes a considerable body of research [12,31],
particularly in computerized learning contexts [1,34,35], where
researchers have successfully built affect-sensitive learning
systems that aim to significantly enhance learning outcomes
[4,21,30]. In general, researchers attempting to develop affect
detectors have developed systems falling into two categories:
interaction-based detectors [9] and physical sensor-based
detectors [12]. Many successful efforts to detect student affect in
intelligent tutoring systems have used visual, audio or
physiological sensors, such as webcams, pressure sensitive seat or
Interaction-based detection [9] has also improved over the last
decade. Unlike sensor-based detectors, which rely upon the
physical reactions of the student, these detectors infer affective
states from students’ interactions with computerized learning
systems [5,7,9,14,29,30]. The fact that interaction-based affect
detectors rely on student interactions makes it possible for them to
run in the background in real time at no extra cost to a school that
is using the learning system. Their unobtrusive and cost-efficient
nature also makes it feasible to apply interaction-based detectors
at scale, leading to a growing field of research regarding
discovery with models [8]. For example, interaction-based affect
detection has been useful in predicting student long-term
outcomes, including standardized exam scores [30] and college
attendance [36]. Basing affect detection on student interactions
with the system, however, give rise to issues with generalizing
such detectors across populations [26] and learning systems.
Because interaction-based detectors are highly dependent on the
computation of features that captures the student’s interactions
with the specific learning platform, the type of features generated
is contingent on the learning system itself, making it difficult to
apply the same sets of features across different systems.
It has become clear that each modeling approach has its own
utility; researchers have thus begun to speculate on effectiveness
across the various approaches and the possible applications of
multimodal detectors. However, the body of research that
addresses this question is currently quite limited. Arroyo and
colleagues [4] applied sensor-based detectors in a classroom
setting, and compared performances between interaction-only
detectors and detectors using both interaction and sensor data, in
predicting student affect. They found that the inclusion of sensor
data in the detectors improved performance and accuracy in
identifying student affect. However, a direct comparison between
the two types of detectors was not made. Furthermore, the sample
size tested was relatively small (26-30 instances depending on
model), and the data was not cross-validated. Comparisons
between types of detectors were made in D’Mello and Graesser’s
study [18], which compared interaction, sensor and face-based
detectors in an automated tutor. They found face-based detectors
to perform better than interaction and posture-based detectors at
predicting spontaneous affective states. However, the study was
conducted in a controlled laboratory setting, and the facial
features recorded were manually annotated.
In this paper, we build detectors of student affect in classroom
settings, using both sensor-based and interaction-based
approaches. For feasibility of scaling, we limit physical sensors to
webcams. For feasibility of comparison, the two types of detectors
are built in comparable fashions, using the same ground truth data
obtained from field observations that were conducted during the
study. We conduct this comparison in the context of 8th and 9th
grade students playing an educational game, Physics Playground,
in the Southeastern United States. Different approaches were used
to build each suite of detectors in order to capitalize on the
affordances of each modality. However, the methods and metrics
to establish accuracy were held constant in order to render the
comparison meaningful.
density of objects through their drawings, making an object
denser, for example, by filling it with more lines.
Each level allows multiple solutions, encouraging students to
experiment with various methods to achieve the goal and guide
the ball towards the balloon. Trophies are awarded both for
achieving the goal objective and for solutions deemed particularly
elegant or creative, encouraging students to attempt each
playground more than once. This unstructured game-like
environment provides us with a rich setting in which to examine
the patterns of students’ affect and behavior as they interact with
the game platform.
3. DATA COLLECTION
Students in the 8th and 9th grade were selected due to the
alignment of the curriculum in Physics Playground to the state
standards at those grade levels. The student sample consisted of
137 students (57 male, 80 female) who were enrolled in a public
school in the Southeastern U.S. Each group of about 20 students
used Physics Playground during 55-minute class periods over the
course of four days.
2. PHYSICS PLAYGROUND
An online physics pretest (administered at the start of day 1) and
posttest (administered at the end of day 4), measured student
knowledge and skills related to Newtonian physics. In this paper,
our focus is on data collected during days 2 and 3, during which
time students were participating in two full sessions of game play.
Physics Playground (formerly, Newton’s Playground, see [39]) is
a 2-dimensional physics game where students apply various
Newtonian principles as they create and guide a ball to a red
balloon placed on screen [38]. It offers an exploratory and openended game-like interface that allows students to move at their
own pace. Thus, Physics Playground encourages conceptual
learning of the relevant physics concepts through experimentation
and exploration. All objects in the game obey the basic laws of
physics, (i.e., gravity and Newton’s basic laws of motion).
The study was conducted in a computer-enabled classroom with
30 desktop computers. Inexpensive webcams ($30 each) were
affixed at the top of each computer monitor. At the beginning of
each session, the webcam software displayed an interface that
allowed students to position their faces in the center of the
camera’s view by adjusting the camera angle up or down. This
process was guided by on-screen instructions and verbal
instructions from the experimenters, who were available to answer
any additional questions and to troubleshoot any problems.
3.1 Field Observations
Students were observed by two BROMP-certified observers while
using the Physics Playground software. The Baker Rodrigo
Ocumpaugh Monitoring Protocol (BROMP 2.0) is a momentary
time sampling system that has been used to study behavioral and
affective indicators of student engagement in a number of learning
environments [9]. BROMP coders observe each student
individually, in a predetermined order. They record only the first
predominant behavior and affect that the student displays, but they
have up to 20 seconds to determine what that might be.
Figure 1: Screenshot of Physics Playground
Students can choose to enter one of seven different playgrounds,
and then play any of the 10 or so levels within that playground.
Each level consists of various obstacles scattered around the
space, as well as a balloon positioned at different locations within
the space (see Figure 1). Students can nudge the ball left and right,
but will need to create simple machines (called “agents of force
and motion” in the game) on-screen in order to solve the problems
presented in the playgrounds. There are four possible agents that
may be created: ramps, pendulums, levers and springboards.
Students can also create fixed points along a line drawing to
create pivots for the agents they create. Students use the mouse to
draw agents that come to life after being drawn, and use them to
propel the ball to the red balloon. Students control the weight and
In this study, BROMP coding was done by the 6th author and the
4th author. The 6th author, a co-developer of BROMP, has been
validated to achieve acceptable inter-rater reliability
(kappa >= 0.60) with over a dozen other BROMP-certified coders.
The 4th author achieved sufficient inter-rater reliability
(kappa >= 0.60) with the 6th author on the first day of this study.
The coding process was implemented using the Human Affect
Recording Tool (HART) application for Android devices [6],
which enforces the protocol while facilitating data collection. The
study used coding schema that had previously been used in
several other studies of student engagement [e.g. 17], and
included boredom, confusion, engaged concentration, and
frustration (affective states) as well as on task, on-task
conversation, and off-task (behavioral states). Consistent with
previous BROMP research, “?” was recorded when a student
could not be coded, when an observer was unable to identify the
student’s behavior or affective state, or when the affect/behavior
of the student was clearly a construct outside of the coding
scheme (such as anger). In total, 220 instances of affect and 95
instances of behavior were coded as ?.
 The total number of springboard structures created in a level
Modifications to the affective coding scheme were made on the
third day of the study, with the addition of delight and dejection.
Delight was defined as a state of strong positive affect, often
indicated by broad smiling or a student bouncing in his/her chair.
This affective state had been coded in previous studies (see [9]),
and was used to construct detectors. Dejection, defined as a state
of being saddened, distressed, or embarrassed by failure [9], is
likely the affect that corresponds with the experience of stuck
[11,20]. Because it had not been coded in previous research, and
because it was still quite rare in Physics Playground, it was not
modeled for this study.
 The average number of gold and silver trophies obtained in a
level
3.2 Affect and Behavior Incidence
An initial number of 2,374 observations were made across all 137
students during the course of the study, culminating in 17.3
observations made per student across the second and third days of
the study Only affect observations on the second and third days
were used in the construction of the detectors, since the first and
last days mostly consisted of pretests and posttests. Other
observations were dropped as a result of two students who
switched computers halfway through data collection, resulting in
each student being logged under the other student’s ID for part of
the study. The remaining 2,087 observations recorded during the
second and third days were used in the construction of both
detectors Of these 2087 observations, an additional 214 were
removed prior to the construction of the interaction-based
detectors and 863 were removed prior to the construction of the
video-based detectors. Because the criteria for these exclusions
were methodologically based, further details are provided in the
sections describing the construction of each detector.
Within the field observations, the most common affective state
observed was engaged concentration with 1293 instances
(62.0%), followed by frustration with 235 instances (11.3%).
Boredom and confusion were far less frequent despite being
observed across both second and third days of observation: 66
instances (3.2%) for boredom and 38 instances (1.8%) for
confusion. Delight was only coded on the third day, and was also
rare (45 instances), but it still comprised 2.2% of the total
observations.
The frequency of off-task behavior observations was 4.0% (84
instances), which was unusually low compared to prior classroom
research in the USA using the same method with other
educational technologies [27,33]. On-task conversation was seen
18.6% of the time (388 instances).
4. INTERACTION-BASED DETECTORS
To create interaction affect detectors, BROMP affect observations
were synchronized to the log files of student interactions with the
software. Features were then generated and a 10-fold student-level
cross validation process was applied for machine learning, using
five classification algorithms.
4.1 Feature Engineering
The feature engineering process for this study was based largely
on previous research on student engagement, learning, and
persistence. The initial set of features comprised 76 gameplay
attributes that potentially contain evidence for specific affective
states and behavior. Some attributes included:
 The total number of freeform objects drawn in a level
 The amount of time between start to end of a level
 The number of stacking events (gaming behavior) in a level
Features created may be grouped into two broad categories. Timebased features focus on the amount of time elapsed between
specific student actions, such as starting and pausing a level, as
well as the time it takes for a variety of events to occur within
each playground level. Other features take into account the
number of specific objects drawn or actions and events occurring
during gameplay, given various conditions.
Missing values were present at certain points in the dataset when a
particular interaction was not logged. For example, a feature
specifying the amount of time between the student beginning a
level and his/her first restart of the level, would contain a missing
value if the student manages to complete a level without having to
restart it. A variety of data imputation approaches were used in
these situations to fill in the missing values so that we could retain
the full sample size. We used single, average and zero imputation
methods to fill in the missing data, and ran the new datasets
through the machine learning process to identify the best data
imputation strategy for each affect detector. Zero imputations
were performed where the missing values were replaced by the
value 0, while average data imputations took place when the
average value for the particular feature was computed, and the
missing values replaced by this average value. In single data
imputation, we used RapidMiner to build an M5' model [32], a
tree-based decision model, to predict the values for each feature,
and applied the model to compute a prediction of the missing
value. We also ran the original dataset without any imputation
through any of the classification algorithms that allowed it.
Of the 2087 BROMP field observations that were collected, 214
instances were removed as most of these instances corresponded
to times when the student was inactive. Additional instances were
removed where the observer recorded a ?, the code used when
BROMP observers cannot identify a specific affect or behavior or
when students are not at their workstation. As a result, these
instances did not contribute to the building of the respective affect
and behavior detectors.
4.2 Machine Learning
Data collection was followed by a multi-step process to develop
interaction-based detectors of each affect. A two-class approach
was used for each affective state, where that affective state was
discriminated from all others. For example, engaged concentration
was discriminated from all frustrated, bored, delighted, and
confused instances combined (referred to as “all other”).
Behaviors were grouped into two classes: 1) off task, and 2) both
on task behaviors and on task conversation related to the game.
4.2.1 Resampling of Data
Because observations of several of the constructs included in this
study were infrequent, (< 5.0% of the total number of
observations), there were large class imbalances in our data
distributions. To correct for this, we used the cloning method for
resampling, generating copies of respective positive affect on the
training data, in order to make class frequency more balanced for
detector development.
4.2.2 Feature Selection and Cross-Validation
Total number of levels attempted
Correlation-based filtering was used to remove features that had
very low correlation with the predicted affect and behavior
constructs (correlation coefficient > 0.04) from the initial feature
set. Feature selection for each detector was then conducted using
forward selection.
Detectors for each construct were built in the RapidMiner 5.3
data-mining software, using common classification algorithms
that have been previously shown to be successful in building
affect detectors: JRip, J48 decision trees, KStar, Naïve-Bayes,
step and logistic regression. Models were validated using 10-fold
student-level batch cross-validation. The performance metric of A'
was computed on the original, non-resampled, datasets.
4.3 Selected Features
Total number of objects drawn within the level
Number of silver trophies achieved
Delight
Total number of levels attempted
Total number of levels completed successfully
Total number of silver trophies achieved in
under the average time
Engaged
Concentration
From the forward selection process, a combination of features was
selected in each of the affect and behavior detectors that provide
some insight into the type of student interactions that predict the
particular affective state or behavior.
The features for boredom involve a student spending more time
between actions on average. A bored student would also expend
less effort to guide the ball object to move in the right direction, as
indicated by fewer nudges made on the ball object to move it, and
more ball objects being lost from the screen.
The features that predict confusion are characterized by a student
spending more time before his/her first nudge to make the ball
object move, and drawing fewer objects in a playground level. A
student who is confused may not have known how to draw and
move the ball object towards the balloon, thus spending a long
time within a certain level and resulting in a lower number of
levels attempted in total.
From the features selected, delight appears to ensue from some
indicator of success, such as a student who is able to achieve a
silver trophy earlier on during gameplay, and who completes more
levels in total. We can also portray the student who experiences
delight as someone who was able to achieve the objective without
having to make multiple attempts to draw the relevant simple
machines (such as springboards and pendulums).
The features for engaged concentration would describe a student
who is able to complete a level in fewer attempts but erases the
ball object more often during each attempt, indicating that the
student was putting in more effort to refine his/her strategies
within a single attempt at the level. Engaged concentration would
also depict a student who has experienced success during
gameplay and achieved a silver trophy in a shorter than average
time, perhaps because of his/her focused efforts during each
attempt.
Table 1. Features in the final interaction-based detectors
of each construct
Affect/
Behavior
Selected features
Time between actions within a level
Boredom
Total number of objects that were “lost” (i.e.
Moved off the screen)
Total number of nudges made on the ball
object to move it
Confusion
Amount of time spent before the ball object
was nudged to move
Consecutive number of pendulums and
springboards created
Total number of level re-starts within a
playground
Total number of times a ball object was erased
consecutively
Total number of silver trophies achieved in
under the average time
Frustration
Total number of level re-starts within a
playground
Total number of levels completed successfully
Total number of levels attempted
Time spent in between each student action
Off-task
Behavior
Total number of pauses made within a level
Total number of times a student quits a level
without completing the objective and obtaining
a trophy
Unlike engaged concentration, a student who experiences
frustration failed to achieve the objective and achieved fewer
silver trophies within the average time taken. Student frustration,
as seen in the features, would also result in the student having to
make more attempts at a level due to repeated failure, thus
resulting in fewer levels attempted in total.
Lastly, behavior that is off-task involves a student who spends
more time pausing the level or between actions as a whole. It is
also apparent in a student who draws fewer objects and quits more
levels without completing them, implying that he or she did not
put in much effort to complete the playground levels.
5. VIDEO-BASED DETECTORS
The video-based detectors have been reported in a recent
publication [10]. In the interest of completeness, the main
approach is re-presented here. There are also small differences in
the results reported here due to a different validation approach that
was used to make meaningful comparisons with interaction-based
detectors.
Video-based affect detectors were constructed using FACET (no
longer available as standalone software), a commercialized
version of the Computer Expression Recognition Toolbox
(CERT) software [25]. FACET is a computer vision tool used to
automatically detect Action Units (AUs), which are labels for
specific facial muscle activations (e.g. lowered brow). AUs
provide a small set of features for use in affect detection efforts. A
large database of AU-labeled data can be used to train AU
detectors, which can then be applied to new data to generate AU
labels.
5.1 Feature Engineering
FACET provides estimates of the likelihood estimates for the
presence of nineteen AUs as well as head pose (orientation) and
position information detected from video. Data from FACET was
temporally aligned with affect observations in small windows. We
tested five different window sizes (3, 6, 9, 12, and 20 seconds) for
creation of features. Features were created by aggregating values
obtained from FACET (AUs, orientation and position of the face)
in a window of time leading up to each observation using
maximum, median, and standard deviation. For example, with a
six-second window we created three features from the AU4
channel (brow lowered) by taking the maximum, median, and
standard deviation of AU4 likelihood within the six seconds
leading up to an affect observation. In all there were 78 facial
features.
We used features computed from gross body movement present in
the videos as well. Body movement was calculated by measuring
the proportion of pixels in each video frame that differed from a
continuously updated estimate of the background image generated
from the four previous frames. Previous work has shown that
features derived using this technique correlate with relevant
affective states including boredom, confusion, and frustration
[17]. We created three body movement features using the
maximum, median, and standard deviation of the proportion of
different pixels within the window of time leading up to an
observation, similar to the method used to create FACET features.
Of the initial 2087 instances available for us to train our videobased detectors on, about a quarter (25%) were discarded because
FACET was not able to register the face and thus could not
estimate the presence of AUs and computation of features. Poor
lighting, extreme head pose or position, occlusions from hand-toface gestures, and rapid movements can all cause face registration
errors; these issues were not uncommon due to the game-like
nature of the software and the active behaviors of the young
students in this study. We also removed 9% of instances because
the window of time leading up to the observation contained less
than one second (13 frames) of data in which the face could be
detected, culminating in 1224 instances where we had sufficient
video data to train our affect models on.
5.2 Machine Learning
We also built separate detectors for each affective state similar to
the interaction-based detectors. Building individual detectors for
each state allows the parameters (e.g., window size, features used)
to be optimized for that particular affective state.
5.2.1 Resampling of Data
Like the interaction-based detectors, there were large class
imbalances in the affective and behavior distributions. Two
sampling techniques, different from the one used in the building
of interaction-based detectors, were used on the training data to
compensate for this imbalance. These two techniques included
downsampling (removal of random instances from the majority
class) and synthetic oversampling (with SMOTE; [13]) to create
equal class sizes. SMOTE creates synthetic training data by
interpolating feature values between an instance and randomly
chosen nearest neighbors. The distributions in the testing data
were not changed, to preserve the validity of the results.
5.2.2 Feature Selection and Cross-Validation
We used tolerance analysis to eliminate features with high
multicollinearity (variance inflation factor > 5) [2]) for videobased detectors. Feature selection was then used to obtain a more
diagnostic set of features for classification. RELIEF-F [24] was
run on the training data in order to rank features. A proportion of
the highest ranked features were then used in the models (.1, .2,
.3, .4, .5, and .75 proportions were tested). A detailed analysis or
table of the features selected for the video-based detectors is not
included because of the large number of features utilized by these
detectors.
We then built classification models using 14 different classifiers
including support vector machines, C4.5 trees, Bayesian
classifiers, and others in the Waikato Environment for Knowledge
Analysis (WEKA), a machine learning tool [23].
6. RESULTS
We evaluated the extent to which the detectors for each construct
are able to identify their respective affect. Both detectors were
evaluated using a 10-fold student-level batch cross-validation. In
this process, students in the training dataset are randomly divided
into ten groups of approximately equal size. A detector is built
using data from all possible combinations of 9 out of the overall
10 groups, and finally tested on the last group. Cross-validation at
this level increases the confidence that the affect and behavior
Table 2. A’ performance values for affect and behavior using video-based and interaction-based detectors
Interaction-Based Detectors
Affect/Behavior
Construct
Video-Based Detectors
Classifier
Data
Imputation
Scheme
A'
No.
Instances
Classifier
A'
No.
Instances
Boredom
Logistic
regression
Zero
0.629
1732
Classification via
Clustering
0.617
1305
Confusion
Step regression
Average
0.588
1732
Bayes Net
0.622
1293
Delight
Logistic
regression
None
0.679
1732
Updateable Naïve
Bayes
0.860
1003
Engaged
Concentration
Naïve Bayes
Zero
0.586
1732
Bayes Net
0.658
1228
Frustration
Logistic
regression
Average
0.559
1732
Bayes Net
0.632
1132
Off-Task
behavior
Step regression
Zero
0.765
1829
Logistic Regression
0.780
1381
detectors will be more accurate for new students. To ensure
comparability between the two sets of detectors, the crossvalidation process was carried out with the same randomly
selected groups of students.
Detector performance was assessed using A' values that were
computed as the Wilcoxon statistic [22]. A' is the probability that
the given algorithm will correctly identify whether an observation
is an example of a specific affective state. A' can be approximated
by the Wilcoxon statistic and is equivalent to the area under the
Receiver Operating Characteristic (ROC) curve in signal detection
theory. A detector with a performance of A' = 0.5 is performing at
chance, while a model with a performance of A' = 1.0 is
performing with perfect accuracy.
Table 2 shows the performance of the two detector suites. Both
interaction-based and video-based detectors’ performance over all
six affective and behavior constructs was better than chance
(A' = 0.50). On average, the interaction-based detectors yielded an
A' of 0.634 while the video-based detectors had an average A' of
0.695. This difference can be mainly attributed to the detection of
delight, which was much more successful for the video-based
detectors. Accuracy of the two detector suites was much more
comparable for the other constructs, though the video-based
detectors showed some advantages for engaged concentration and
frustration, and were higher for 5 of the 6 constructs.
The majority of the video-based detectors performed the best
when using the Bayes Net classifier, except for boredom, delight
and off-task behavior. In comparison, logistic and step regression
composed the classifiers that produced the best performance for
most of the interaction-based detectors, with the exception of
engaged concentration.
7. DISCUSSION
Affect detection is becoming an important component in
educational software, which aims to improve student outcomes by
dynamically responding to student affect. Affect detectors have
been successfully built and implemented via different modalities
[3,16,41], and each have their own advantages and disadvantages
when implemented in a noisy classroom environment. This study
is an extension of previous research conducted on both videobased and interaction-based detectors. Having been mostly built in
controlled laboratory settings [12], we now test the performance
for video-based detectors within an uncontrolled computerenabled classroom environment that is more representative of an
authentic educational setting. Although interaction-based
detectors have been built to some degree of success in whole
classroom settings [5,7,29], we now test the performance of these
affect detectors in an open-ended and exploratory educational
game platform.
In this paper, we compared the performances of six video-based
and interaction-based detectors on student affect and behavior in
the game-based software. We will discuss the implications of
these comparisons in this section, as well as future work.
7.1 Main Findings
The performances of both detectors in the six affects and off-task
behavior appear to be at similar levels above chance for five of the
constructs, with video-based detectors performing slightly better
than interaction-based detectors on the whole, and with videobased detector showing a stronger advantage for delight. Several
factors may have help to explain the relative performances.
Performance of video detectors could be influenced by the
uncontrolled whole-classroom setting in which video data is
collected, where there are higher chances of video data being
absent or compromised due to unpredictable student movement.
While there were initially 2,087 instances of affect and behavior
observed and coded, a moderate proportion of facial data
instances were dropped from the final dataset when building the
models. There were 44 instances of affect observation that were
dropped either because the video was corrupted or incomplete, or
because no video was recorded at all. In addition, there were 520
instances where video was recorded, but facial data were not
detected for some reason, perhaps because the student had left the
workstation, or when the face could not be detected in the video.
An additional 211 instances were removed even though facial data
was detected, because the facial data recorded was present for less
than 1 second, such that no features could be calculated.
For interaction-based detectors, the exploratory and open-ended
user-interface [40] constitutes a unique challenge in creating
accurate models for student affect and behavior. The open-ended
interface included multiple goals and several possible solutions
that students could come up with to successfully complete each
level. During gameplay, there are also multiple factors that could
contribute to a student’s failure to complete a level, such as
conceptual knowledge as well as implementation of appropriate
objects. A student with accurate conceptual knowledge of simple
machines and Newtonian physics may still fail the level because
of problems implementing the actions needed to guide the ball to
the target. On the other hand, a student with misconceptions about
the relevant physics topics may nevertheless be able to complete
the level successfully through systematic experimentation. The
possible combinations of student actions that result in failure or
success in a playground level would hence contribute to the lower
accuracy of interaction-based detectors on identifying students’
affect based on their interactions with the software.
Another issue with the Physics Playground software could be that
there are fewer indicators of success per unit of time, as compared
to other learning software that have been studied previously, such
as the Cognitive Tutors [e.g. 5]. During gameplay, the system is
able to recognize when combinations of objects the student draws
forms an eligible agent. However, this indicator of success or
failure is not apparent to the student until after he or she creates
the ball object and applies a relevant force to trigger a simulation.
Since students often spend at least several minutes building agents
and ball objects, this results in coarser-grained indicators and
evaluations of success and failure. This is in comparison to affect
detectors created in previous studies for the Cognitive Tutor
software, in which there was regular evaluation of each question
attempted, thus resulting in more indicators of success over a
given time period. The combination of open-endedness and lack
of success indicators per unit of time consequently leads to greater
difficulty translating the semantics of student-software
interactions into accurate affect predictions.
When comparing between the two sets of detectors, physical
detectors make direct use of students’ facial features and bodily
movements captured by webcams and constitute embodied
representations of students’ affective states. On the other hand,
interaction detectors were built based on student actions within
the software, which serves as an indirect proxy of the students’
actual affective states. These detectors rely, therefore on the
degree to which student interactions with the software are
influenced (or not) by the affective states they experience. Perhaps
not surprisingly, video-based detectors perform somewhat better
in predicting some affective states (e.g., delight, engaged
concentration, and frustration). Although the video detectors are
limited by missing data, interaction-based detectors can only
detect something that causes students to change their behaviors
within the software, which can be challenging given the issues
arising from the open-ended game platform. Simply put, facebased affect detectors appear to provide more accurate affect
estimates but in fewer situations, while interaction-based affect
detectors provide less accurate estimates, but are applicable in
more situations. The two approaches thus appear to be quite
complementary.
7.2 Limitations
In comparing the performances between interaction and videobased detectors, there exist several limitations in ensuring an
equivalent set of methods for a fair comparison to be made.
Although both types of detectors were built based on the same
ground truth data, varying sets of limitations exist that are unique
to each set of detectors. A smaller proportion of instances were
retained to build video-based detectors due to missing video data,
which may influence performance comparison. Interaction-based
detectors, on the other hand, are relatively more sensitive to the
type of educational platform it is built upon, as compared to
video-based detectors. The type of learning platform thus affects
the variety of features that are relevant and useful in building the
affect and behavior detectors, which in turn impacts its
performance relative to previous work.
For both detectors, the sample size available for some of the
affective states was quite limited, which made it necessary to
oversample the training data in order to compensate for the class
imbalances. However, because each detector was built on
different platforms, different methods were used in oversampling
the datasets. The need to conduct data imputations was also
unique to interaction-based detectors due to the nature of some of
the computed features, and not required for video-based detectors.
The difference in these methods may in turn affect performance
comparison between the two types of detectors.
7.3 Concluding Remarks
Given the various advantages and limitations to each type of
detector in accurately predicting student affect, it may be
beneficial for affect detection strategies to include a combination
of video-based and interaction-based detectors. While video-based
detectors provide more direct measures of student affect, practical
issues may lead to video data being absent or unusable in
detecting affect, simply because there is no facial data available to
detect affect in. These situations may be alleviated by the
presence of interaction data that are recorded automatically during
students’ use of the software. On the other hand, video-based
facial data would be able to provide support to interaction data
and boost the accuracy in which affective states are detected
among students. This form of late-fusion or decision-level fusion
can also be complemented by early-fusion or feature-level fusion,
where features from both modalities are combined prior to
classification. Whether this leads to improved accuracy, as
routinely documented in the literature on multimodal affect
detection [15,16] awaits future work.
8. ACKNOWLEDGMENTS
This research was supported by the National Science Foundation
(NSF) (DRL 1235958) and the Bill & Melinda Gates Foundation.
Any opinions, findings and conclusions, or recommendations
expressed in this paper are those of the authors and do not
necessarily reflect the views of the NSF or the Bill & Melinda
Gates Foundation.
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